Ryshkal 4

Cpt.Nemo
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Cpt.Nemo
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Joined: 12:40 PM - Dec 11, 2011

10:54 PM - Mar 30, 2013 #1

Hey guys and gals,

I've not been around for a while for one reason or another, and have only recently picked up the new rule book. I've only had a quick flick through so far, but I have convinced (or should that be tricked?) a friend to join in and have a battle with me over the Easter weekend. I would use Dark Angels as I'd also picked up their codex, and my friend would play my dusty and almost forgotten Chaos Space Marines.

As neither of us were overwhelmed with the battle scenarios given in the book, we decided to run a bit of a narative style campaign and I thought I'd share the background we came up with. While I am stating the CSM objectives in battle, they are only the objectives he's allowed me to know about. Apparently he has something up his sleeve which he won't tell me about until "its too late for me to do anything about it." My brother has showed a mild interest in gaming so he'll be using some of my Tyranid models to play as the local Fauna.

The Battle for Ryshkal 4

638.M35

To describe the 4th Planet orbiting the Ryshkal star as hot is to undervalue the word hot, and yet it is home to a lush and verdant Jungle. Plants and animals thrive here on a world where it can often be hot enough to boil water. An unprotected human would be dead in less than a minute in the harsh, unforgiving climate. An Adeptus Mechanicus outpost, here to research the various flora and fauna, is the only sign of occupancy by the Imperium.

Dark Angels Company Master Gepr of the 3rd Company has been instructed to investigate the sudden silencing of the outpost. His Company, depleted from battle against an Ork Waagh is the closest Adeptus Astartes unit available.

Mission one - Entry (about 600pts)

Dark Angels to deploy via Thunderhawk to the base landing platform, gain entry and secure the Adeptus Mechanicus outpost. On completion, 3rd Company is to investigate loss of communication and report back.

CSM are to prevent entry into the facility for as long as possible. 50% of forces to start in reserve.

Local Fauna is 300pts of respawning Hormagaunts who are very hungry.
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Cpt.Nemo
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9:24 PM - Mar 31, 2013 #2

Well, things almost went to plan for the Dark Angels. I'd taken 4 small (5 marines + Vet Sgt) tactical squads lead by a Company Master and was faced with 3 possible entryways into the facility (South-East, South and South-Western doors). The Company Master and the first of the Tac Squads headed for the South-East entrance, two more Tac squads went for the South door and the final squad covered the rear against those pesky native animals. By the end of my second turn, I had entered the facility, taken no casualties and had shot up quite a few of the local critters. This is when things started to go wrong for the brave Dark Angels.

My friend had held back from rushing out to meet me in the open, and now I had come inside, he sprung his trap. Chaos Space Marines appeared from what felt like every shadow right in what turned out to be a perfect bottleneck. After an astonishing round of shooting, his forces crashed into mine and showed the loyalist dogs what it truely meant to be favoured by the Chaos Gods. In one turn he reduced the 2 squads (12 Marines) at the South entrance to just 3 marines for no loss. The Company Master had more luck, challenging the aspiring champion that assaulted him to single combat which he won without breaking a sweat.

In the tight confines of the building, lacking the space to move around, I struggled to make progress as the rest of his units showed up. As things had gone suspiciously quiet outside the facility, I brought in the 4th squad to assist, and finally pushed back the CSM lines. This was what all those local critters had been waiting for, and they swarmed up to the facility and into the three poor marines holding at the south entrance who managed to fend them off until what turned out to be the penultimate turn of the game.

The rest of the mauled marines moved through the facility, suspicious of the lack of Traitor marine activity until they reached what we had agreed was the main control area. Here, in this chamber, I expected my Company Master to face off against my friends commander in a titanic battle that would become legend in the hallowed halls of the Rock, only to be told by my friend that his commander had used his Chaos Space Marines as fodder to hold my forces up long enough for him to escape with the research data he had come to collect. To add insult to injury he used the blood of the dead Mechanicus researchers to write a nasty message on the wall about the Lion.


My Thoughts - Well, Tactical marines were the wrong choice for this mission, with so much of it spent at close range assaults were inevitable and they were totally outclassed in the majority of assault phases, leaving me completely lacking in options with only the Company Master able to be effective. 2 of the Veteran Sergeants answered challenges, only to trip over their own weapons and take a powerfist straight to the face. All credit to my friend, he saw a tactical opportunity at the bottleneck, went for it and stuck at it. His waves of assaults held up my marines long enough to achieve his objective and safely extract his commander, who he informed me was indeed one of the Fallen.

We've agreed to have another game tomorrow, as he is interested in seeing how this story pans out.
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Cole
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1:21 PM - Apr 02, 2013 #3

Very cool mate, like the narrative approach. Please another game, as I too would like to see how this story develops.

Maybe some pics also.
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Easy E
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7:58 PM - Apr 02, 2013 #4

Sound slike fun! I love narrative campaigns.
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Cpt.Nemo
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10:25 PM - Apr 02, 2013 #5

Cheers guys. I would post some pics but in all honesty, the minis are still just plastic, and we're fighting using classic terrain such as books for hills and salt & pepper shakers as trees.

Mission 2

With the Fallen making his escape along with the stolen data, Company Master Gepr took off in hot pursuit down the tunnel the Chaos Space Marine had used. Steeping outside into the oppressive heat with the remaining survivors of the assault group, Gepr saw the fleeing form of the Fallen, and chased after him, howling for his blood.

My Dark Angels would set up within 6" of my board edge, the CSM would set up within 6" of his board edge, and the Fallen would start in the edad centre of the board. To make sure it wasn't too easy for the Fallen to escape the Lion's wrath, the Fallen had to search for his escape vehicle, which was hidden in one three hills by the CSm deployment area. Only the Fallen could search for it and it was randomised to ensure neither of us knew which one it really was (3 playing cards face down on the "hills", one red, 2 black, I think you can work out how it goes).

Gepr was joined by a squad of veterans, and by some more tactical marines. The Fallen (whose name I have yet to discover) was supported by 3 squads of CSM with rhinos.

The first couple of turns was basically everyone charging towards the opposing side, with the exception of the Fallen who was fleeing for the nearest hill. The rhinos slewed to a halt disgorging their payload of CSM who unleased a blistering hail of fire towards the Dark Angels. Whoever these new Chaos Marines were, they weren't as blessed by the dark gods as the one from the previous battle as they managed to inflict no wounds. The Dark Angels returned fire, killing 2 CSM from one squad (which then got very scared and ran away) before Gepr and the Veterans charged into a second squad and managed wipe them out for no losses.

The scared CSM managed to pull themselves together as the Chaos Rhinos decided to try and run over everyone in dark green. This spread out my forces but didn't do any damage except to the solitary marine who thought it would be a good idea to stand in front of a fast moving tank holding a grenade. The Fallen also searched his first hill, fortunately he turned over a black card and was denied the escape he craved. One of the Chaos Rhinos was obliterated by some very accurate Plasma fire, a second one was glanced into uselessness. The third was ignored as Gepr and his veterans ran closer to the Fallen.

There was another dismal bout of firing from the Chaos Space Marines and some poor difficult terrain rolling saw the Fallen unable to reach the second of his search areas. Gepr was now able to get within a decent distance to assault, the Veterans firing bolt pistols wildly but still managing to inflict a wound. The Fallen fired back his overwatch shot, obviously upset at being wounded as he managed to cause a wound to Gepr and cause him to come up short on the charge (needed a 6 or more, rolled a 3). To make matters worse, the Fallen then moved the miniscule distance he needed to search the hill, and upon finding his pretty red escape card, managed to slip through my fingers once again!


My Thoughts - Are mainly ones of frustration. I feel Gepr's pain. In truth, the scenario was designed so that the Fallen could get away, but I did get carried along by the emotions when I found I had a chance to stop him at the end. It was probably the most I've been invested in a game in a long time and 24 hours after the battle, I'm still cursing the fickle gods of the dice. I shouldn't complain too much, the dice really went my way at the start of the game and I lost very few models this time out (5 in total, 3 to enemy fire, one to his own Plasma Gun and Mr I'm-Going-To-Stop-A-Tank). The Rhinos were more of a problem than I expected, the tank-shocking really messed about my squads. As the Fallen couldn't use them (we agreed before hand that if he could, then I could bring Ravenwing and/or teleporting Deathwing which would have defeated the idea of the scenario) I think he got the best use out of them that he could.
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Marovian
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9:18 AM - Apr 03, 2013 #6

Great little campaign you have got going here, very interesting to read.
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Cpt.Nemo
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7:55 PM - Apr 05, 2013 #7

So, tomorrow is another planned game day.

The Fallen has escaped from Ryshkal 4 and headed towards the nearby Hiveworld of Ryshkal 5 (I know, how do I come up with these original names). Company Master Gepr's Battle Barge "Vera Redemptio" tracked it into the atmosphere but was unable to follow it to its final destination. The 2 suspected landing sites were at Gorbs-Hive and Warren-Hive, two of the smaller hives on the planet. Seperated by a little more than 1000Km, both hives sat on top of vast reserves of essential resources, which were mined, refined and shipped out of the system.

Gepr split his forces, sending half to Gorbs-Hive under the command of Interogator-Chaplin Kula, while taking the rest to Warren-Hive. As Gepr landed at Warren-Hive, the Hive Principal was waiting along with 100 men of the Hive Defence Force, in ceremonial dress. Ignoring the Hive Principal, Gepr strode up to the HDF Captain and instructed him to hand over access to the Hive security logs. Gaining access to the logs, and ignoring the futile welcoming gestures of the Principal, Gepr quickly searched and located what he was looking for. Leading his marines away from the despondant Principal, Gepr decended into the Hive interior.

Missions 3 and 4

Gepr and his units will engage a small uprising in the lower hive, and determine if the Fallen is here. Interogator Kula will be doing a similar mission, but at a seperate location. Enemy Forces are currently unknown, but are suspected to be the equivilent of Imperial Guard (as that was the codex my mate borrowed to have a look through).

We'll be using my old Necromunda terrain, split over 2 battlefields and fighting both battles at the same time. Only one battle field will have the Fallen, I have no idea which one it will be. I'm expecting one battle to be against CSM and the other to be against IG. Each battle is only 400pts a side, and FOCs has gone out of the window for the Dark Angels as I'm so limited on what I can take. I may see if I can find an old dreadnaught to take hehehe.

Post battle report should go up tomorrow.
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Cpt.Nemo
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7:59 PM - Apr 12, 2013 #8

So, a bit later than planned due to some famliy emergencies, battle was joined and like all battles, it went nothing like I was expecting.

Task force 1 consisting of Company Master Gepr, Librarian Kurs, 2 5-man Tacticals squads and the venerable Dreadnought Demalon entered into Warren-Hive. Escorted by 2 squads from the Hive Defence Force they penetrated deep into an abandoned sector where there had been reports of a small uprising.

Task Force 2 consisting of Interogator-Chaplin Kula, a Veteran command squad, and 2 squads of Tactical Marines moved into Gorbs-Hive. Similarly they moved into an area where there were reports of a small dispute by the Hive workforce. As soon as they heard that the fearsome Astartes had come down to see what the problem was, the problematic workers stopped complaining and went back to work. Thats right, Task force 2 showed up to find no enemies, which meant Task force 1 might be in trouble. I had wondered why I'd been given 2 squads of Imperial Guard as support.

Back to Task Force 1. Moving forwards from my edge, the first round passed peacefully enough, no sign of the enemy, though there were some CSM on the opposing table edge, well out of sight and range. The Dark Angels took the lead with the impressive Brother Demalon striding out in front, and the Imperial guard troops bringing up the rear.

The second turn got the Dark Angels to the structure at the centre of the board, where they found several piles of dead bodies. As this structure was my "Take and Hold" objective I was wondering where the threat was going to come from, as this was just a little too easy. It didn't take long to find out, as in the Chaos turn the mounds of supposedly dead bodies reanimated and I was attacked by plague zombies. Add to this the Hive Defence Force them decided to show their true colours, and they opened fire on the Dark Angels, calling out the names of the Dark Gods in worship as they did so. Told you it felt too easy.

The Dark Angels then launched into battle, with the two Tactical Squads opening up on the Zombies and the Dreadnought targeting one of the zombie piles, turning it to ash with its Plasma Cannon. Gepr and Kurs charge one of the IG squads and force it to flee. In the Chaos turn, more zombies appear from the three remaining piles (we're rolling 1D4 per pile for the number of zombies), the last IG squad open fire, taking out 2 DA Marines and the CSM move closer, but still remain out of sight.

The two tactical squads focus their fire on the IG squad, and force it to flee as well. Gepr and Kurs engage some zombies and cut their way through them without any problems. The Dreadnought again targets a pile of zombie bodies and reduces it to ash and cinders. As the Chaos take their turn, the dasterdly CSM finally show their scarred faces, shooting at the dreadnought, but failing to do any damage. More zombies appear, but charge straight at Gepr and Kurs who take them all down.

The Dark Angels move up into cover to deal with the oncoming CSMs as the Dreadnought moves to wipe out a third Zombie body pile, only to have the Plasma Cannon overheat and cause a glancing hit. More zombies appear but again are dispatched easily when they charge into combat.

The Dark Angels fire on the CSM, but again fail to do any damage as the ancient suits of Power Armour protect them. The Dreadnought takes out the third Zombie pile, roaring its anger at having messed up last turn. Chaos turn, and the surprises aren't over from my buddy. In teleports a squad of Chaos Terminators right in the centre of my "Take and Hold" objective and they opened up on the dreadnought, causing damage to the leg motors and immobilising it.

The final turn begins with the Dark Angels moving to focus purely on the Terminators. The dreadnought manages to wipe out 2 with its Plasma Cannon, the Tactical Squads wipe out 2 with Melta shots leaving the final one to face Plasma pistol shots from Gepr and Kurs, both of whom fail to wound. In disgust at their failures, I charge them both into combat with the remaining Terminator. They fail to wound it, and the Chaos Terminator gives the Librarian a Powerfist to the face for his troubles. Chaos turn, the CSM move closer, use their bolt pistols and charge the Tactical Squad causing 3 fatalities whilst only taking one. The Company Master Gepr manages to spin and twirl his power blade in such a way that he finds a gap in the armour of the last Terminator and removes him from the board.

And so, the game ends with the Dark Angels mauled but still in control of the objective. All I can really say about this was - I was not expecting that. The zombies were something we had discussed, but to be used in a future encounter. Fortunately they weren't as dangerous as I'd thought they'd be. The IG squads turning traitor really threw out my battle plans, as I was in no way ready for their attack, fortunately I had some good Armour Save rolls and managed to chase them off before they could do too much damage. The Terminator squad could have been a lot more deadly, but they turned up too late in the game and right in the middle of my forces where they were in range of every weapon that could hurt them. Personally I need to start using cover better, and charging the last Terminator with 2 characters that really weren't equipped to take him out was a bit stupid, but we live and learn, well, except for the Librarian.


With Warren-Hive in open revolt against the Imperium, the Dark Angels 3rd Company has called in reinforcements from the 7th and 8th Companies. Next week will (hopefully) have a small map of the hive with various zones to be controlled giving various bonuses to stuff, we haven't worked out all the details yet, thats a job to do in the pub later tonight.
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